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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Alex319" data-source="post: 5033353" data-attributes="member: 45678"><p>Also, I was going to give my ideas for shields. Here is an idea:</p><p></p><p>- You have "shield points." The shield points should be a significant fraction of total hit points. For example, a Federation Heavy Cruiser (100 HP) might have 75 shield points.</p><p></p><p>- The shield also has a "deflection rating" which is how much damage it can deflect off of each attack. Let's say the deflection rating is 5, then it can deflect 5 hit points out of each attack. This means that if the attack does 8 points of damage, then 3 of that is taken off hit points, and 5 is taken off shield points.</p><p></p><p>- There's also a "recharge rate." This is the number of shield points you get back each time you spend AP on the shields on your turn. Some ships might have a "full power to shields" option or something that lets you get, say, double the recharge at a cost of 3 times the APs.</p><p></p><p>This does make the stats for each ship more complicated, because the shields need to have 3 stats (max shield points, deflection rating, recharge rate). However it also handles the "shields down to 30%" idea better (the way you have it now, the shields go up to 100% every turn, then go down when the other ship attacks, then go up to 100% again, which I don't recall ever seeing on Star Trek, although I confess I only watched Voyager). It also avoids all the weird timing tricks that the current system invites, and still requires only one variable to keep track of.</p><p></p><p>As for sectional shields, it seems like the best way to do that would be to not have it be "default", and just have it be a special option (say, spend extra AP to double the deflection rating on one side for a turn). The problem with forcing players to choose shield arcs every turn is:</p><p></p><p>(1) As stated before, it makes the game more complicated, and means more to keep track of.</p><p>(2) It gives yet another advantage to fighters and other maneuverable ships, because they can see which shield arcs their target powered up, and then maneuver on an unshielded part. To defend against this, the target could ready an action to power up the shields after seeing where the fighters moved to, but that makes the game move slower (I move here, do you want to power up shields? Okay, I turn then move one more hex, how about now? How about now?)</p><p>(3) It also means more to figure out each turn. "Okay, the bad guy is moving at speed 3 and has thrust 4, so he can go 7 next turn ... let me count hexes to see if that's enough to get on to my side so I'll have to power up the side shields, and if not then how I can maneuver to force him to attack the shield arc I want him to attack next turn."</p><p>(4) It's more thematic. I don't recall Captain Janeway giving the order to "power up front and left shield arcs - oh wait, the Klingon on the left moved on back, power up front and back now - I think there's another Klingon cloaked so let's ready an action to power up whichever shield arc he decloaks from." Usually things like "Maximum power to forward shields!" are special orders given in specific situations, and shield arcs aren't something they have to worry about in every single fight.</p></blockquote><p></p>
[QUOTE="Alex319, post: 5033353, member: 45678"] Also, I was going to give my ideas for shields. Here is an idea: - You have "shield points." The shield points should be a significant fraction of total hit points. For example, a Federation Heavy Cruiser (100 HP) might have 75 shield points. - The shield also has a "deflection rating" which is how much damage it can deflect off of each attack. Let's say the deflection rating is 5, then it can deflect 5 hit points out of each attack. This means that if the attack does 8 points of damage, then 3 of that is taken off hit points, and 5 is taken off shield points. - There's also a "recharge rate." This is the number of shield points you get back each time you spend AP on the shields on your turn. Some ships might have a "full power to shields" option or something that lets you get, say, double the recharge at a cost of 3 times the APs. This does make the stats for each ship more complicated, because the shields need to have 3 stats (max shield points, deflection rating, recharge rate). However it also handles the "shields down to 30%" idea better (the way you have it now, the shields go up to 100% every turn, then go down when the other ship attacks, then go up to 100% again, which I don't recall ever seeing on Star Trek, although I confess I only watched Voyager). It also avoids all the weird timing tricks that the current system invites, and still requires only one variable to keep track of. As for sectional shields, it seems like the best way to do that would be to not have it be "default", and just have it be a special option (say, spend extra AP to double the deflection rating on one side for a turn). The problem with forcing players to choose shield arcs every turn is: (1) As stated before, it makes the game more complicated, and means more to keep track of. (2) It gives yet another advantage to fighters and other maneuverable ships, because they can see which shield arcs their target powered up, and then maneuver on an unshielded part. To defend against this, the target could ready an action to power up the shields after seeing where the fighters moved to, but that makes the game move slower (I move here, do you want to power up shields? Okay, I turn then move one more hex, how about now? How about now?) (3) It also means more to figure out each turn. "Okay, the bad guy is moving at speed 3 and has thrust 4, so he can go 7 next turn ... let me count hexes to see if that's enough to get on to my side so I'll have to power up the side shields, and if not then how I can maneuver to force him to attack the shield arc I want him to attack next turn." (4) It's more thematic. I don't recall Captain Janeway giving the order to "power up front and left shield arcs - oh wait, the Klingon on the left moved on back, power up front and back now - I think there's another Klingon cloaked so let's ready an action to power up whichever shield arc he decloaks from." Usually things like "Maximum power to forward shields!" are special orders given in specific situations, and shield arcs aren't something they have to worry about in every single fight. [/QUOTE]
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